The Core is a .MOD file intended to form the basis of a persistant world module. It possesses dozens of active features and new ones are constantly being added - all of which you can pick and choose from to form a unique world of your own. This version has some strong improvements over previous releases - it now has full support for Persistant Worlds and maintains its own database of players, it has an unprecidented level of customization and also offers smooth integration of its systems with each other. The details of how each system works are controlled in a central file, that acts as a 'questionaire' for how you want your world to behave. The settings you choose make your world unqiue!
Unfortunately, this space is too small to describe all of The Core's features - check out the following URL to get a list of all the goodies (http://www.zeromassengine.com/hak\The%20Core%20v110%20Synopsis.txt).
I'd like to hear your thoughts on what you think that should be like, so drop me an email!
Posted by Caesius at 2006-05-05 18:44:21 Voted 9.75 on 05/05/06
Well done! This is a good learning aid for those who want to learn how PWs work. Clean code, many features, centralized configuration, the persistant Curses was a nice touch!
Posted by Caesius at 2006-05-05 18:44:10 Voted 9.75 on 05/05/06
Well done! This is a good learning aid for those who want to learn how PWs work. Clean code, many features, centralized configuration, the persistant Curses was a nice touch!
Posted by THe Bear ( ..xxx.xxx ) at 2005-03-08 18:38:00
Hi, I've just found your work here. Sounds very well done I might take a play with it :)
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-11-28 18:54:00
Sorry to take so long to respond to your question (below). The settings for (almost) all of The Core's features are controlled from a central file named "g_rps" - the variables are named to be descriptive of their roles and there are plenty of comments in the file to help users understand what the switches and parameters do. Also, the settings for each system are grouped together so, for example, if you opened g_rps and scrolled down through it, you'd come to the section that controls the food and alcohol system (the Exhaustion (rest) system is a seperate system but is also in g_rps). Changing the variables you find there will let you turn it on/off or customize its behavior.
The issue you noticed about the water is a small bug that will be fixed soon. Basically, when a new PC arrives, it's treating that PC has having a water-level of zero (completely dehydrated) which is stoopid. It *should* treat new arrivals as being fully hydrated - in which case you wouldn't need to drink 10 bottles of water the second you start playing!
Sorry about that! Will get it fixed asap! ;)
-Zero
Posted by unregistered ( 24.62.xxx.xxx ) at 2004-11-17 05:01:00
Great Prefab.. One thing, although the fatigue/rest/drink/eat is a nice feature... How can you either disable this or change the settings? I tested it with my mod and found that I was constantly needed to drink water and went through a stack of 10 bottles in less than 2 minutes of real time.. That is kinda annoying IMO.. which scripts do I need to look at? Thanks! Otherwise its a perfect 10.
Posted by unregistered ( 24.62.xxx.xxx ) at 2004-11-17 05:01:00
Great Prefab.. One thing, although the fatigue/rest/drink/eat is a nice feature... How can you either disable this or change the settings? I tested it with my mod and found that I was constantly needed to drink water and went through a stack of 10 bottles in less than 2 minutes of real time.. That is kinda annoying IMO.. which scripts do I need to look at? Thanks! Otherwise its a perfect 10.
Posted by ZerQ at 2004-11-14 12:45:55 Voted 10.00 on 11/14/04
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-11-13 18:27:00
Hi all. Just finished posting a new patch for The Core - it's now officially v1.10b. The patch resolves two issues where, when people log in, they would get black screens until they pressed the ESC key and exitted the module. If you already have The Core v1.10, you can download the patch instead of the entire module. There are now two patches for the current version (v1.10) - but they are NOT cumulative. So if you have v1.10, you must install both the 'a' and 'b' patches. The patches are .erf files that you import into the module.
Posted by Anonymous ( 68.249.xxx.xxx ) at 2004-11-03 00:42:00
I'm rather new at the whole NWN thing so please be kind. I am attempting to use your scripts in the module I've built, is there any way to batch export the scripts from your module as the idea of exporting 1700+ scripts one at a time, well its a bit unappealing. Any insight would be appreciated!
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-11-02 16:27:00
Hi everyone. Just wanted to make a brief post today regarding the PW system. Some bugs are surfacing and the appropriate fixes will be posted later this week.
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-11-01 13:02:00
Yes, it should work just fine with 1.64+ and the CEP. I haven't tested it, so please let me know if you have any problems.
Since this is hak-independent, will it work with 1.64 +CEP, then? Obviously some of its functions will override som eordinary NWN stuff, but there shouldn't be incompatibility issues?
(New at this, you can tell.)
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-10-29 02:30:00
OK, disaster averted. It should be the correct file now.
Posted by Zero- ( 142.110.xxx.xxx ) at 2004-10-28 17:29:00
OK - thanks again for the feedback. Can't look into it at the moment, but will fix it a bit later this evening. Sorry for the confusion!
Downloaded 10-28-04 and tried to open it in the toolset. Got the error:
"This module requires the following Hak Paks, but they were not found. thecoreshak"
Downloaded file was Zero1053253130846TheCore.zip off of NWVault.
Still looks like this version posted needs the HAK to me...
I ended up going to the author's site and finding the location of the HAK that is needed so that I could at least open it up and see what the module looks like.
Posted by Anonymous ( 69.198.xxx.xxx ) at 2004-10-27 21:35:00
Still Requires hack pack.
Posted by Ayath_The_Loafer at 2004-10-27 12:09:59 Voted 8.25 on 10/27/04
Thank You for putting this together. Great work. Cannot be anything else than useful.
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-10-27 01:35:00
Just wanted to post a brief summary of the features available in The Core:
The Core's current features are as follows (hopefully I haven't forgotten any!!):
- New Persistant World support FINALLY added!
- New features added to the Monster Generators.
- New revised AND powerful respawning Treasure System. The builder and DM have *very* tight and strict control over the types of treasure playesr find! Also,
+ Treasure System automatically converts Copper, Silver, Electrum and Platinum to Gold and indicates remaining 'change' to the PC.
+ Treasure System imposes a 'Coin Encumberment' value on PCs - the maximum number of coins that can be carried before the PC becomes encumbered. Based on PC Strength score and DM-set value.
+ Treasure System integrates generation of custom items into normal treasure finds.
- New Death and PC Respawn system added. Raising the dead isn't easy - you may get a zombie back, or something worse (changes to Raise Dead and Resurrection)! As well, respawning is costly as monsters will often drag your carcass to other areas for feeding!
- New Module Heartbeat Performance Scaling System
- Troll Regeneration v1.0 (if a Troll is killed, but not set to flame or destruction by acid), they regenerate hit points and eventually come back to life (normal Trolls can be killed by massive damage and will not regenerate)
- PC Death Regeneration. If a PC possesses the regeneration effect, it will work even though they may already be dead!
- Henchman Death Regeneration. If a Henchmen can regenerate, they will do so even when dead and may thus return to life given enough time!
- Henchmen behavior system. Your henchmen must be managed with wages, supplies, and group dynamics. Alignment differences between you and your henchmen (as well as differences between themselves and other party members) can break up a group or cause fighting in the ranks.
- Infinite Henchmen system!
- Henchmen Leveling-Up Support added
- Coin Encumbrance System Updated. Customizable maximum coin carrying setting.
- Spell Customization (Light, Regenerate, Raise Dead, and Resurrection)
- Added Security against cheating for the OnClientEnter event
- Several DM Wands including,
+ My Wand of FX, SFX, and VFX v1.02. Allows the DM to create many effects, change the weather, play sounds and more!
+ Wand of Scribing to see what abilities and powers PC's have
+ Wand of X-Rays to see all the equipment a PC (or creature) has
+ Wand of Emotes for players to role play more effectively
+ Wand of Removal (when you catch a cheater, use this on him!)
- Bashable Doors
- Infectious mystic conditions such as Lycanthropy and Zombie Creep (others as character classes ON THE WAY!!)
- XP rewards for using skills (Trap Disarm & Lock Pick XP system)
- Item Recharging
- War Machines such as Catapults and Ballistas
- Exhaustion System
- Food and Alcohol system
- Usuable furniture
- Limitted life torches
- Added Lanterns as a new type of Torch
- Limitted life torches and lanterns can now be refueled
- Dynamic lightning for storms which can deafen, knock down and damage unfortunate creatures!
- Additional monetary units (platinum, silver, copper, electrum) and a coin-conversion mechanism
- 1000+ new items including dozens of custom scripted items, and Poisonous Potions!
- Hitpoint recovery system (tied into the exhaustion and food systems)!!
- Inn Patron AI v0.02a
- New Tile Magic Effects (Grass/Ice/Lava/Water)
- Over 110 new �loot� (jewelry) items added
- Undead Re-animation system (when PC's are slain by undead, they may later rise as undead of the type that slew them!!)
- Undead Sunlight system (when Undead come into direct sunlight, they are damaged until destroyed!)
- Undead Corpse Salting Added to the Undead system (salting is an ancient practice used to prevent people from becoming undead once slain by the undead. Orifices on a corpse are choked with coarse sea salt)
- Undead Special Zombie Treatment (Zombie's are monsters that can be hacked apart, broken, crushed, and smashed - they are VERY hard to destroy and have high resistance to bludgoning!! But because they're so slow, they are easy to evade and knock down)
- Inventory Stripping. As the builder, you can specify exactly what items you will not allow into your campaign. If players arrive with objectionable or banned items, they are taken away and destroyed.
- Lootable Corpse System (sure it's old hat, but ya gotta support it!!!)
- Seeker Beasts. Often times, wilderness areas are so vast that PC's don't run into the creatures that spawn from the encounters they trigger. Seekers are creatures that will 'tend to move' in the direction of PC's to increase the fun factor of large areas.
- Thectus Spider Poison Mystic Condition (poison does damage)
- Mummy Rot Mystic Condition (very difficult to cure)
- Infectious Wererat, Werecat, and Werewolf Lycanthropic Mystic Conditions
- Inn Room System and partial completeness of Inn Patron AI
- Area Sweeper System (Body Bag Sweeper; Vacant Area Creature Sweeper, PC Chest Sweeper)
- PC Chests (you can give players a certain chest now that can only be opened by them). The chests are semi-permanent, existing in the module for up to 24 hours after the owner has left the module.
- Coin Bags added to increase the maximum number of coins PC's can carry
- AI Flock Movement functionality, v1.00.
- Forgotten Realms Calendar functions and Time Piece. Indicates the time of year and day in a nice, precise format
- Night Time Only Encounters added
- Floor Levers, improved
- Magic Flames
- Shrine of Ptah
- Cursed Items System (disabled in v1.10)
- Farm Animals, v1.00
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-10-26 04:59:00
Hi MokahTGS! No worries - it's been reposted and decoupled from its HAK Pak. I was working on it for so long I hadn't recently given any thought to posting it on its own - actually, the first posting also lacked the documentation! Anyhow, enjoy!
Um...is there any way you could release a version of this WITHOUT the hak pack? It's 130+ mbs!! That's a really huge requirment for something that is mostly scripts.
I only want the script systems. I don't want tilesets and other custom content.
Posted by Zero- ( 68.147.xxx.xxx ) at 2004-10-23 02:32:00
Hi Chris! Yes, v1.09 of The Core (The Nexus Core) requires NWN SoU v1.31 or greater. However, I'm in the process of posting v1.10 of The Core, and that requires HOTU v1.64 and it's accompanying toolset. TTYL!
Posted by Chris9685 ( 138.130.xxx.xxx ) at 2004-04-21 09:48:00
Forgive me if ive missed this somewhere.. But does this module/script set require SoU? Thanks!
This is a compilation of the old system into a single score. There were 120 that made this score of 9.35 then rounded to 9.
Posted by Zero (Formerly TheEngine ;) ( ..xxx.xxx ) at 2003-11-15 12:30:00
Hi everyone, sorry I've been absent for so long. I've been busy at school and so haven't had much time to devote to this project.
First, thanks for all the comments - the feedback on what people think about The Core is beginning to shape it.
I just wanted to note that I *will* get around to fixing the issue mentioned by Rocky (throwable weapons) when my current semester ends in December.
Additionally, I'm also planning on re-working much of the existing components of The Core so that builders can fill out Property Sheets that will customize the behaviour of a PW, such as the Food and Exhaustion systems. I'll also be using some new functions released by Bioware that enables the detection of the tileset players are in, allowing more accurate modelling of weather and season and their impacts on hunger and energy.
Just to briefly address Akear's question regarding Lycanthropy, you -can- have characters that cure the Lycanthropic condition, and in fact, all of the Mystic Conditions I've done so far can be cured using characters or special items. I don't recall atm if I've covered these things very well in the documentation - I look into it ASAP and make any needed changes at that point (to the Docs).
Finally, I've added everyone's email address from this page to my own List Serve database to keep people up to date. If you'd rather not be in my List-Serve, then just pop me a mail and I'll take you off.
Again, thanks for all the comments.
Posted by Zero (Formerly TheEngine ;) ( ..xxx.xxx ) at 2003-11-15 12:30:00
Hi everyone, sorry I've been absent for so long. I've been busy at school and so haven't had much time to devote to this project.
First, thanks for all the comments - the feedback on what people think about The Core is beginning to shape it.
I just wanted to note that I *will* get around to fixing the issue mentioned by Rocky (throwable weapons) when my current semester ends in December.
Additionally, I'm also planning on re-working much of the existing components of The Core so that builders can fill out Property Sheets that will customize the behaviour of a PW, such as the Food and Exhaustion systems. I'll also be using some new functions released by Bioware that enables the detection of the tileset players are in, allowing more accurate modelling of weather and season and their impacts on hunger and energy.
Just to briefly address Akear's question regarding Lycanthropy, you -can- have characters that cure the Lycanthropic condition, and in fact, all of the Mystic Conditions I've done so far can be cured using characters or special items. I don't recall atm if I've covered these things very well in the documentation - I look into it ASAP and make any needed changes at that point (to the Docs).
Finally, I've added everyone's email address from this page to my own List Serve database to keep people up to date. If you'd rather not be in my List-Serve, then just pop me a mail and I'll take you off.
Again, thanks for all the comments.
Posted by Rocky ( ..xxx.xxx ) at 2003-09-11 18:35:00
Hmm. It seems the grenades and other throwable items introduced in SOU are unuseable with the hak pack. If someone could explain which 2da's to change, I'll attempt to fix it. I've tried appearances and baseitems and neither affected the items in questions.
If your looking for them, look in the standard items, weapons, throwing and you'll find several of these that don't work.
Rocky
Posted by UnStatusTheQuo ( ..xxx.xxx ) at 2003-08-30 10:47:00
Overall this mod prefab is excellent. Well written scripts, creative ideas, and just generally a great starting point. However, I've found with talking to other players that the "hard-core" supplies/food system is well done and great for hardcore players, but may annoy some players, much like the gold encumberance system here, too.
But, the multitude of currency options is a great idea and I think will go over well.
Thanks for all the work, this is really a great building block!
Posted by Akear ( ..xxx.xxx ) at 2003-08-26 16:51:00
Could you maybe explain a little more about the version of Lycanthropy your using. I'm building a Semi_PW but would rather have a shaman or specialized healer be able to cure Lycnathropy and all I can find in the MOD is the possibilty to cure Zombie-creep.
Also, I'm a little unclear about what type of lycanthropy system your using. Is there a percentage chance to contract the disease? What are the effects on the PC? etc...
Thanks, I plan on rebuilding my mod based on your wonderful work here. Thanks SO MUCH for taking the time to give us newbie-mod builders a wonderful environment to start in.
Akear
Akear
Posted by David ( ..xxx.xxx ) at 2003-08-23 23:28:00
This MOD is awsome!!!! So are all your characters hw come u don't work 4 bioware
Posted by Zero ( ..xxx.xxx ) at 2003-08-07 14:02:00
Since a few people have complained about an incorrect version in the download file, I went to check it out and got the file myself. I have to say I'm not quite certain what the problem is as the word document I included indicates v1.09 as oppossed to the previous version 1.08. The file size and creation date match what I've got on my local harddisk for v1.09... it may be that I've forgotten to update a mentioning of the version number in the module or docs somewhere though. If someone finds a discrepancy, then please don't hesitate to email me.
The next version of The Core will hopefully be available before September rolls around (v1.10) - I'm including some revisions I've been wanting to get at as well as some new features, such as Corpse Salting, my own version of the DM's FX Wand (which allows the DM to produce nearly all visual effects, a selected generous portion of generally useful audio effects and finally almost all 'real' effects (slow, regeneration, save modifiers, etc.) supported by the game engine. I'm also planning on FINALLY introducing basic world persistence features and a robust portalling system.
The one revision I'm most eager to put into play is a fully customizable treasure generation system that will allow world-builders to customize the amounts and types of treasure available in their worlds. The current system is a bit heavy handed and, well, gross to look at.